Jaidyn Ann
987457587b
Draw ASCII people instead of mere one-off chars
...
Isn’t @ worse as a player-character than
[owo]
||
?
2023-06-10 15:29:52 -05:00
Jaidyn Ann
d7e9d66749
Begin movement and entity support
2023-06-09 23:00:26 -05:00
Jaidyn Ann
32c95c3725
Use state return-values for overworld loop
2023-06-09 20:14:31 -05:00
Jaidyn Ann
8cbd029d6d
Add optional “RETURN” pair to menu alists
...
In case you don't want a menu to return the
function's value when selected — or if you
don't want to have to add a function at all.
2023-06-09 18:22:56 -05:00
Jaidyn Ann
0cfd2deae0
Rename state-loop’s loop functions to “state-functions”
...
Also document all current state-functions.
2023-06-09 16:17:21 -05:00
Jaidyn Ann
94335468b3
Begin overworld-rendering loop
...
It draws to the screen, now! Err, well, it has
been able to do that, since my first day on
this project. But until now, there wasn't a
menu leading you there! c:<
2023-06-09 07:07:28 -05:00
Jaidyn Ann
7fe6d2a24d
Simplify main function
2023-06-09 06:57:16 -05:00
Jaidyn Ann
21cfca30d2
Create general “state”-system
...
… by which an individual state's loop can plug
in another superceding loop function. Ex.,
a menu giving way to a sub-menu.
2023-06-08 21:57:51 -05:00
Jaidyn Ann
e6e4410a91
Make menu-alist type real alist
2023-06-08 20:31:55 -05:00
Jaidyn Ann
7956aef3e5
Menu items execute functions on RETURN
2023-06-07 21:51:22 -05:00
Jaidyn Ann
f06849b710
Implement menu input-loop; changing selection
2023-06-07 19:02:11 -05:00
Jaidyn Ann
e59c192888
Support for selection-animations and a menu-format
...
Now menu reselection/selection can be animated
easily! It'll look super-cool when I get input
working, I swearrr.
2023-06-06 23:27:30 -05:00
Jaidyn Ann
ee8b68033d
Start of UI state-loop: Displaying and updating menus
2023-06-06 15:59:31 -05:00
Jaidyn Ann
b6c8805027
Allow partial-selection/highlighting of menu item
...
This will lay the base for selection-change
animation later on!
2023-06-06 00:07:47 -05:00
Jaidyn Ann
99ba134be5
Basic horizontal menu-rendering for UI
2023-06-05 23:28:03 -05:00
Jaidyn Ann
7142cf4667
Start UI: Line-wrapping string printing
2023-06-04 12:52:18 -05:00
Jaidyn Ann
50bdc5fe5c
Split into packages; no functional change
2023-06-04 04:04:34 -05:00
Jaidyn Ann
1f6ebbcfac
Basic support for key layouts
...
Adds a small layer for translating input characters from non-QWERTY
keyboard layouts into their QWERTY counterparts. After all, it's
not the WASD that counts, but the position: ,AOE is just as valid!
2023-06-04 03:35:03 -05:00
Jaidyn Ann
2203f80454
Semantic parsing of input; ncurses for raw input
...
Yes, ncurses. Look, I caved, okay?!
But in my defense, I couldn't find a simple way to
get raw input in both a framebuffer and an xorg
terminal, so… ncurses can handle the details.
I'm just a dummy, you can't expect me to do
everything!
Well, input is parsed into a somewhat-semantic
format, so at least I did *something* alright.
2023-06-04 02:33:53 -05:00
Jaidyn Ann
25881ca350
Remove source-file copyright header
2023-06-03 22:13:45 -05:00
Jaidyn Ann
6fd48fd2dc
Split matrix-loops into separate do-for-cell macro
2023-06-03 22:09:23 -05:00
Jaidyn Ann
ce3dcebbb4
On screen refresh, only draw changed characters
...
The previous method — clearing the screen and
completely redrawing every frame — caused severe
screen-flickering. This is better, calculating the
changed characters per-frame and printing only
those.
2023-06-01 23:18:15 -05:00
Jaidyn Ann
20bc695cdf
Simply rename the program!
2023-06-01 00:23:45 -05:00
Jaidyn Ann
9661bfefe0
Proper support for Tiled-based tiling
...
Before, all tiles were 'a'; now, the right
character gets selected for each!
2023-06-01 00:11:25 -05:00
Jaidyn Ann
7de2dbe941
Init: Basic one-tile map-drawing
2023-05-31 23:04:36 -05:00